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Dwarf Cleric

Cleric 5 Class & Level
Acolyte Background
Dwarf Race
Alignment

Strength 16
+3
Dexterity 10
+0
constitution 16
+3
intelligence 12
+1
wisdom 16
+3
charisma 8
-1
Total Hit Dice 5
Hit Die
1d8+3
++3 proficiency bonus
+3 Strength
+0 Dexterity
+3 Constitution
+1 Intelligence
+6 Wisdom
+2 Charisma
saving throws
+0 Acrobatics
+3 Animal Handling
+1 Arcana
+3 Athletics
-1 Deception
+4 History
+6 Insight
-1 Intimidation
+1 Investigation
+6 Medicine
+1 Nature
+3 Perception
-1 Performance
-1 Persuasion
+4 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills History, Religion, Insight, Medicine proficiencies

 
18
Armor Class
55
Hit Points
+0
Initiative
25
Speed
Mace 1d20+6 1d6+3
Crossbow, Light 1d20+3 1d8
Attacks
Light Armor, Medium Armor, Shields, Heavy Armor
Battleaxe, Handaxe, Throwing Hammer, Warhammer, Simple Weapons
Smith's Tools OR Brewer's Supplies OR Mason's Tools
Proficiences
Spell Attack | 1d20+6
Spell DC | 14
Channel Divinity | 1
Spellcasting
Chain Mail
Shield
Mace
Light Crossbow
Bolts (20)
Priest's Pouch
Holy Symbol
Prayer book
Stick of Incense (5)
Vestments
Set of Common Clothes
Belt Pouch
Equipment
Languages Known
  • Common
  • Dwarvish
  • Two Extra Languages

  • Dwarf Features:
  • Within 60 feet of you, treat dim light as bright, darkness as dim light.
  • Advantage on saves vs poison, poison damage resistance.
  • Double proficiency bonus to History checks concerning stonework (even if not proficient)
  • Battleaxe, handaxe, throwing hammer, Warhammer proficiency.
  • Light, medium armor proficiency.

  • Acolyte Features:
  • Receive aid from those who share your faith.

  • Cleric Features:
  • Healing spells of at least 1st level heal an additional 2 + spell level.

  • Channel Divinity (1/rest)
  • Preserve Life: as an Action you present your holy symbol and evoke healing energy that can restore 25 hp. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
  • Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can us only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. When an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
  • Features & Traits

    Heroes Enabled

    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    BalrogSlayer7.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed